Creating iOS plugins ==================== This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one. iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more. Loading and using an existing plugin ------------------------------------ An iOS plugin requires a `.gdip` configuration file, a binary file which can be either `.a` static library or `.xcframework` containing `.a` static libraries, and possibly other dependencies. To use it, you need to: 1. Copy the plugin's files to your Pandemonium project's `res://ios/plugins` directory. You can also group files in a sub-directory, like `res://ios/plugins/my_plugin`. 2. The Pandemonium editor automatically detects and imports `.gdip` files inside `res://ios/plugins` and its subdirectories. 3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section. ![](img/ios_export_preset_plugins_section.png) When a plugin is active, you can access it in your using `Engine.get_singleton()`: ``` if Engine.has_singleton("MyPlugin"): var singleton = Engine.get_singleton("MyPlugin") print(singleton.foo()) ``` Creating an iOS plugin ---------------------- At its core, a Pandemonium iOS plugin is an iOS library (*.a* archive file or *.xcframework* containing static libraries) with the following requirements: - The library must have a dependency on the Pandemonium engine headers. - The library must come with a `.gdip` configuration file. An iOS plugin can have the same functionality as a Pandemonium module but provides more flexibility and doesn't require to rebuild the engine. Here are the steps to get a plugin's development started. We recommend using `Xcode ( https://developer.apple.com/develop/ )` as your development environment. See also: The `Pandemonium iOS Plugins ( https://github.com/Relintai/pandemonium_engine-ios-plugins )` Pandemonium iOS plugins. The `Pandemonium iOS plugin template ( https://github.com/naithar/pandemonium_ios_plugin )` gives you all the boilerplate you need to get your iOS plugin started. To build an iOS plugin: 1. Create an Objective-C static library for your plugin inside Xcode. 2. Add the Pandemonium engine header files as a dependency for your plugin library in `HEADER_SEARCH_PATHS`. You can find the setting inside the `Build Settings` tab: - Download the Pandemonium engine source from the `Pandemonium GitHub page ( https://github.com/Relintai/pandemonium_engine )`. - Run SCons to generate headers. You can learn the process by reading `doc_compiling_for_ios`. You don't have to wait for compilation to complete to move forward as headers are generated before the engine starts to compile. - You should use the same header files for iOS plugins and for the iOS export template. 3. In the `Build Settings` tab, specify the compilation flags for your static library in `OTHER_CFLAGS`. The most important ones are `-fcxx-modules`, `-fmodules`, and `-DDEBUG` if you need debug support. Other flags should be the same you use to compile Pandemonium. For instance: ``` -DPTRCALL_ENABLED -DDEBUG_ENABLED -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND ``` 4. Add the required logic for your plugin and build your library to generate a `.a` file. You will probably need to build both `debug` and `release` target `.a` files. Depending on your needs, pick either or both. If you need both debug and release `.a` files, their name should match following pattern: `[PluginName].[TargetType].a`. You can also build the static library with your SCons configuration. 5. The iOS plugin system also supports `.xcframework` files. To generate one, you can use a command such as: ``` xcodebuild -create-xcframework -library [DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName].xcframework ``` 6. Create a Pandemonium iOS Plugin configuration file to help the system detect and load your plugin: - The configuration file extension must be `gdip` (e.g.: `MyPlugin.gdip`). - The configuration file format is as follow: ``` [config] name="MyPlugin" binary="MyPlugin.a" initialization="init_my_plugin" deinitialization="deinit_my_plugin" [dependencies] linked=[] embedded=[] system=["Foundation.framework"] capabilities=["arkit", "metal"] files=["data.json"] linker_flags=["-ObjC"] [plist] PlistKeyWithDefaultType="Some Info.plist key you might need" StringPlistKey:string="String value" IntegerPlistKey:integer=42 BooleanPlistKey:boolean=true RawPlistKey:raw=" UIInterfaceOrientationPortrait " StringPlistKeyToInput:string_input="Type something" ``` The `config` section and fields are required and defined as follow: - **name**: name of the plugin - **binary**: this should be the filepath of the plugin library (`a` or `xcframework`) file. - The filepath can be relative (e.g.: `MyPlugin.a`, `MyPlugin.xcframework`) in which case it's relative to the directory where the `gdip` file is located. - The filepath can be absolute: `res://some_path/MyPlugin.a` or `res://some_path/MyPlugin.xcframework`. - In case you need multitarget library usage, the filename should be `MyPlugin.a` and `.a` files should be named as `MyPlugin.release.a` and `MyPlugin.debug.a`. - In case you use multitarget `xcframework` libraries, their filename in the configuration should be `MyPlugin.xcframework`. The `.xcframework` files should be named as `MyPlugin.release.xcframework` and `MyPlugin.debug.xcframework`. The `dependencies` and `plist` sections are optional and defined as follow: - **dependencies**: - **linked**: contains a list of iOS frameworks that the iOS application should be linked with. - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application. - **system**: contains a list of iOS system frameworks that are required for plugin. - **capabilities**: contains a list of iOS capabilities that is required for plugin. A list of available capabilities can be found at `Apple UIRequiredDeviceCapabilities documentation page ( https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities )`. - **files**: contains a list of files that should be copied on export. This is useful for data files or images. - **linker_flags**: contains a list of linker flags to add to the Xcode project when exporting the plugin. - **plist**: should have keys and values that should be present in `Info.plist` file. - Each line should follow pattern: `KeyName:KeyType=KeyValue` - Supported values for `KeyType` are `string`, `integer`, `boolean`, `raw`, `string_input` - If no type is used (e.g.: `KeyName="KeyValue"`) `string` type will be used. - If `raw` type is used value for coresponding key will be stored in `Info.plist` as is. - If `string_input` type is used you will be able to modify value in Export window.